As a Knight or wearing the boots, you use the extended command #jump. If number_pad is set, you can also press j. Knight jumping and jumping from the boots are practically identical; the only difference is to which squares you can jump.

Using any of the three sources to jump, you must be able to see your destination. The jump will consume d25 nutrition (plus the usual spellcasting hunger penalty, if you cast the spell), and you become immobile for one full turn (not simply one move) after landing[1]. Players with speed can move farther in one turn by stepping as far as possible without advancing the turn counter, then jumping, see Speed#Strategy.

Note that you cannot jump overmonsters. If you attempt to do so, you will bump into them, which will wake them up and anger them if they are peaceful.

You can jump to try to escape from a pit or lava. You can also jump out of a web, which will tear it apart. You can jump out of a bear trap, but it will cause 1d10 damage and can inflict a long-lasting leg wound. If you are stuck in the floor (because you were caught in cooling lava) and attempt to jump, you will remain stuck and wound your legs. Jumping out of shops counts as direct theft.

Once you select a destination, you will be moved towards it along a path determined by a version of Bresenham's line algorithm.[2] The path will be as close to a straight line as possible, but will tend to move you along the longer axis of your jump. It will never move you a greater proportion of the distance along the shorter axis than it has moved you along the longer axis.